Does anyone work with Function Points? [closed] - estimation

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Some questions about Function Points:
1) Is it a reasonably precise way to do estimates? (I'm not unreasonable here, but just want to know compared to other estimation methods)
2) And is the effort required worth the benefit you get out of it?
3) Which type of Function Points do you use?
4) Do you use any tools for doing this?
Edit: I am interested in hearing from people who use them or have used them. I've read up on estimation practices, including pros/cons of various techniques, but I'm interested in the value in practice.

I was an IFPUG Certified Function Point Specialist from 2002-2005, and I still use them to estimate business applications (web-based and thick-client). My experience is mostly with smaller projects (1000 FP or less).
I settled on Function Points after using Use Case Points and Lines of Code. (I've been actively working with estimation techniques for 10+ years now).
Some questions about Function Points:
1) Is it a reasonably precise way to
do estimates? (I'm not unreasonable
here, but just want to know compared
to other estimation methods)
Hard to answer quickly, as it depends on where you are in the lifecycle (from gleam-in-the-eye to done). You also have to realize that there's more to estimation than precision.
Their greatest strength is that, when coupled with historical data, they hold up well under pressure from decision-makers. By separating the scope of the project from productivity (h/FP), they result in far more constructive conversations. (I first got involved in metrics-based estimation when I, a web programmer, had to convince a personal friend of my company's founder and CEO to go back to his investors and tell them that the date he had been promising was unattainable. We all knew it was, but it was the project history and functional sizing (home-grown use case points at the time) that actually convinced him.
Their advantage is greatest early in the lifecycle, when you have to assess the feasibility of a project before a team has even been assembled.
Contrary to common belief, it doesn't take that long to come up with a useful count, if you know what you're doing. Just off of the basic information types (logical files) inferred in an initial client meeting, and average productivity of our team, I could come up with a rough count (but no rougher than all the other unknowns at that stage) and a useful estimate in an afternoon.
Combine Function Point Analysis with a Facilitated Requirements Workshop and you have a great project set-up approach.
Once things were getting serious and we had nominated a team, we would then use Planning Poker and some other estimation techniques to come up with an independent number, and compare the two.
2) And is the effort required worth
the benefit you get out of it?
Absolutely. I've found preparing a count to be an excellent way to review user-goal-level requirements for consistency and completeness, in addition to all the other benefits. This was even in setting up Agile projects. I often found implied stories the customer had missed.
3) Which type of Function Points do
you use?
IFPUG CPM (Counting Practices Manual) 4.2
4) Do you use any tools for doing
this?
An Excel spreadsheet template I was given by the person who trained me. You put in the file or transaction attributes, and it does all of the table lookups for you.
As a concluding note, NO estimate is as precise (or more precisely, accurate) as the bean-counters would like, for reasons that have been well documented in many other places. So you have to run your projects in ways that can accommodate that (three cheers for Agile).
But estimates are still a vital part of decision support in a business environment, and I would never want to be without my function points. I suspect the people who characterize them as "fantasy" have never seen them properly used (and I have seen them overhyped and misused grotesquely, believe me).
Don't get me wrong, FP have an arbitrary feel to them at times. But, to paraphrase Churchill, Function Points are the worst possible early-lifecycle estimation technique known, except for all the others.

Mike Cohn in his Agile Estimating and Planning consider FPs to be great but difficult to get right. He (obviously) recommends to use story points-based estimation instead. I tend to agree with this as with each new project I see the benefits of Agile approach more and more.
1) Is it a reasonably precise way to do estimates? (I'm not unreasonable here, but just want to know compared to other estimation methods)
As far as estimation precision goes the functional points are very good. In my experience they are great but expensive in terms of effort involved if you want do it properly. Not that many projects could afford an elaboration phase to get the FP-based estimates right.
2) And is the effort required worth the benefit you get out of it?
FPs are great because they are officially recognised by ISO which gives your estimations a great deal of credibility. If you work on a big project for a big client it might be useful to invest in official-looking detailed estimations. But if the level of uncertainty is big to start with (like other vendors integration, legacy system, loose requirements etc.) you will not get anywhere near precision anyway so usually you have to just accept this and re-iterate the estimations later. If it is the case a cheaper way of doing the estimates (user stories and story points) are better.
3) Which type of Function Points do you use?
If I understand this part of your question correctly we used to do estimations based on the Feature Points but gradually moved away from these an almost all projects expect for the ones with heavy emphasis on the internal functionality.
4) Do you use any tools for doing this?
Excel is great with all the formulas you could use. Using Google Spreadsheets instead of Excel helps if you want to do that collaboratively.
There is also a great tool built-in to the Sparx Enterprise Architect which allows you to do the estimates based on the Use Cases which could be used for FP estimations as well.

The great hacknot is offline now, but it is in book form. He has an essay on function points: http://www.scribd.com/doc/459372/hacknot-book-a4, concluding they are a fantasy (which I agree with).
Joel on Software has a reasonable sound alternative called Evidence based scheduling that at least sounds like it might work....

From what I have study about Function Point (one of my teacher was highly involved in the process of the theory of function point) and he wasn't able to answer all our answers.Function point fail in many way because it's not because you have something read or write that you can evaluate correctly. You might have a result of 450 functions points and some of these function point will take 1 hour ans some will take 1 weeks. It's a metric that I will never use again.

No because any particular requirement can have an arbitrary amount of effort based on how precise (or imprecise) the author of the requirement is, and the level of experience of the function point assessor.
No because administration of imprecise derivations of abstract functionality yield no reliable estimate.
None if I can help it.
Tools? For function points? How about Excel? Or Word? Or Notepad? Or Edlin?

To answer your questions:
Yes they are more precise than anything else I have encountered (in 20+ years).
Yes they are well worth the effort. You can estimate size, resources, quality and schedule from just the FP count - extremely useful. It takes an average of 1 minute to count an FP manually and an average of 8 hours to fully code an FP (approximately $800 worth). Consider the carpenter's saying of "measure twice cut once". And now a shameless plug: with https://www.ScopeMaster.com you can measure 1 FP per second, and you don't need to learn how!
I like Cosmic Function Points (because they are versatile) and IFPUG because there is a lot of published data (mostly from Capers Jones).
Having invested considerable time, effort and money in developing a tool that counts FPs automatically from requirements, I shall never have to do it manually again!

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Software Engineering - Time Schedules, Projects Estimates [closed]

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My question is how someone can really estimate the duration of a project in terms of hours?
This is my overall problem during my carreer.
Let's say you need a simple app with customer/orders forms and some inventory capacity along with user/role privileges.
If you'd go with Java/Spring etc you should have X time.
If you'd go with ASP.NET you should have Y time.
If you would go with PHP or something else you would get another time
right?
All say break the project in smaller parts. I agree. But then what how do you estimate that the user/role takes so much time?
The problem gigles up when you implement things that let's say are 'upgraded' ( Spring 2.5 vs Spring 3.0 has a lot of differences for example ).
Or perhaps you meet things that you can't possibly know as it is new and always you meet new things!Sometimes I found odd behaviours like some .net presentation libraries that gave me the jingles! and could cost me 2 nights of my life for something that was perhaps a type error in some XML file...
Basically what I see as a problem, is that there is no standardized schedule on that things? A time and cost pre-estimated evaluation? It is a service not a product. So it scales to the human ability.
But what are the average times for average things for average people?
We have lots and lots of cost estimation models that give us a schedule estimate, COCOMO 2 being a good example. although more or less as you said, a type error can cost you 2 nights. so whats the solution
in my view
Expert judgement is serving the industry best and will continue to do
so inspite of various cost estimation techniques springing up as the
judgement is more or less keeping in mind the overheads that you
might have faced doing such projects in past
some models give you direct mapping between programming language LOC
per function point but that is till a higher level and does not say
what if a new framework is intorduced (as you mentioned, switching
from spring 2.5 to 3.0)
as you said, something new keeps coming up always, so i think thats
where expert judgement again comes into play. experience can help you
determine what time you might end up working more.
so, in my view, it should be a mix of estimation technique with a expert judgement of overheads that might occur with the project. more or less, you will end up with a figure very near to your actual effort.
My rule of thumb is to always keep the estimation initially language agnostic. Meaning, do NOT create different estimations for different implementation languages. This does not make sense, as a client will express to you requirements, in a business sense.
This is the "what". The "how" is up to you, and the estimate given to a client should not give the choice to them. The "how" is solely your domain, as an analyst. This you will have to arrive upon, by analyzing the demands of the business, then find what experiences you have in the teams, your own time constraints, your infrastructure and so on. Then deliver an estimate in BOTH time, and the tech you assume you will use.
Programming languages and algorithms are just mediators to achieve business need. Therefore the client should not be deciding this, so you shall only give one estimate, where you as an analyst have made the descision on what to use, given the problem at hand and your resources.
I follow these three domains as a rule:
The "what" - Requirements, they should be small units of CLEAR scoping, they are supplied by the client
The "how" - Technical architecture, the actual languages and tech used, infrastructure, and team composition. Also the high level modeling of how the system should integrate and be composed (relationship of components), this is supplied by the analyst with help of his desired team
The "when" - This is your actual time component. This tells the client when to expect each part of the "what". When will requirement or feature x be delivered. This is deducted by the analyst, the team AND the client together based on the "how" and "what" together with the clients priorities. Usually i arrive at the sums based on what the team tells me (technical time), what i think (experience) and what the client wants (priority). The "when" is owned by all stakeholders (analyst/CM, team and client).
The forms to describe the above can vary, but i usually do high level use case-models that feed backlogs with technical detailing. These i then put a time estimate on, first with the team, then i revise with the client.
The same backlog can then be used to drive development sprints...
Planning / estimation is one of the most difficult parts in software engineering.
Then:
- Split the work in smaller parts
- Invite some team members (about 5-8),
- Discuss what is meant with each item
- Let them fill in a form how many hours each item is, don't discuss or let them look at others
- Then for each item, check the average and discuss if there is a lot of variance (risks?)
- Remove the lowest and highest value per item
- Take the average of the rest
This works best for work that is based on experience, for new projects with completely new things to do it is always more difficult to plan.
Hope this helps.
There is no short easy answer to your question. Best I can do is to refer you to a paper which discusses some of the different models and techniques used for cost analysis.
Software Cost Estimation - F J Heemstra

How to estimate the contribution of an individual to a software project? [closed]

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I work on a software project and would like to estimate the percentage out of the total contribution that I have put in the development of the software. Is there some tool doing this? Such a tool can be useful for appraisals or negotiations, for example. After all, we work for money (yes, not only money, put the point remains). I think there is enough hand-waving for the most important things.
The estimation is very subjective (at least to me now) but I do not know of any tool that provides even a subjective estimate. I know of Sloccount that spells out the total effort using the lines of code but not on per-developer basis.
My idea of an ideal tool for this purpose would:
measure the complexity of the code (more complex is more effort, but more effort is not necessarily more contribution)
measure the decomposibility/flexibility of the software (more decomposable is better)
how much library code is used -- using library code speeds up the development process, increases the associated risk and requires the developer to know from before or learn about the library.
be intelligent enough to differentiate between "who wrote the code", "who copied the code" and "who indented the code".
It is difficult to differentiate between the complexity in the implementation and the intrinsic complexity of the problem. Perhaps a comparison can be made with an equivalent open source counterpart if there is, or for each submodule separately.
If there is no such tool, is there no merit in having such a tool? Or do you believe in "I do work, I do not measure"? It takes time after all. Perhaps the project manager should do this estimation continuously, say, weekly. Are there any standards? Yes, standardization is difficult because every project has different goals, but perhaps that should mean there should be multiple standards, not no standards at all. This looks similar to the how a company is valued in the market.
Update: after seeing a few initial answers: It does not make sense to imagine a tool that just outputs the percentages. Are there tools that can help humans (particularly managers) in making better decisions? Or what is the sufficient statistic for making better decisions? Are these statistics available?
I really doubt there is any reliable trustworthy way of measuring individual's contribution to the solution. Sometimes rewriting some complicated legacy code that results in less lines of code, less complicated solution (smaller cyclomatic complexity etc.) can be seen as a quite significant contribution, while in other cases deleting valuable code covering edge cases that results in the same statistics (less lines of code, smaller CC etc.) is definitely something bad. It all comes down to people, trust and cooperation, individualism in the team is almost always wrong and I would rather avoid it and especially not use it as a motivation factor.
This is a research topic on its own. There are several tools that have tried to define metrics like code ownership. There are other approaches which tackle other aspect of collaborative development, for instance the trustability we can have in the code.
There has been also several studies that tried to use the information from bug trackers. For instance, to identify the developer that is the more likely to introduce bugs. But it's hard to be objective (A brilliant developer that is assigned the most critical part of the system, will still be more likely to introduce critical bugs).
It's actually hard to monetize the development tasks. What is the cost of a bug? What is the gain of refactoring? That would be however one way to estimate the contribution of a developer.
The last cool tool I saw of this kind was the Game Plugin for Hudson continuous integration system. A score is assigned to each developer according their actions
-10 if they break the build
-1 for breaking a test
+1 for fixing a test
etc.
That's again a way to somehow assess the contribution of the developer.
All in all, I do feel like what you are asking for exist, but is still very immature.
I don't think you can get a tool to evaluate your share of the project. Measuring lines of source is all very well, but what of the quality of that source? You wouldn't want someone taking the credit for 200 lines of source if the job could have been easiy done in 20...
Also, thinking of my employer for a moment, a lot of people contribute to the project in ways other than code. Immediate examples I can think of would be Project Managers and Testers - both of whom are essential, both of whom rightly deserve some credit.
Martin
The only thing that I could imagine would be a voting system. I have absolutely no idea, if that would work in your team or anywhere - but I'm sure, that you will need humans for any realistic estimation of code quality.
In Stroustrup's Book on C++ I've read once "Don't try to solve social problems with technical means".
Thinking progmatically, the attitude and the ability of a programmer could be very quickly estimated by making a code-review together and having a talk on relevant topics.
Thinking as an IT-enthusiast and as a control-freak, this shouldn't be very hard, to implement a teachable machine-learning software, which uses version-cotrol, bug-database, etc and greates real-time performanced data for each contributor. E.g. R, KNIME or WEKA could be used for this.

How do estimate the time line to an Research and Development task [closed]

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What should be the main point to keep in mind when estimating the time for Research and Development task. Suppose I have to estimate "ABC" task using "WPF" technology and I have no experience for it, I need to some R&D for it.
Don't give an estimate until you have had time to play with the technology. Allocate a certain time (2 days, 1 week, whatever you can get from management) to understand the concepts and write some code yourself with it, to get a sense for what the development process takes and how steep the learning curve is. Then, estimate.
Pure Research Projects
Set a time or resource cap in addition to a number of interim milestones / reviews, to re-evaluate whether you can afford to continue. Ideally before embarking on the research you will have a good idea of potential benefits of succeeding. You might also want to define different grades of success and a contigency plan in case the effort will not come to fruition, before you start.
Spiral model of development will come handy.
Applying Existing Technology to a Problem
For current mainstream technologies such as WPF you might try to find out how long would it take for someone with comparable experience to learn the technology. Evidence might be collected from other people experience and available training courses.
For non-current or niche technologies you might be better off hiring a consultant or sub-contracting the job (bear in mind the difference between consultant and contractor).
Grade the project on
Keeping Status Quo - Bug Fixing - Enhancement - New Functionality - New Product - Revolutionary
scale. Each position on the scale will usually mean a factor of 2..5 of risk and effort increase. Having a reference point which is to say if it normally takes 2 days in your organisation end-to-end to fix a bug, you can gauge that an enhancement will take two to five times longer, anything between 4 to 10 days, of course coding will only be a small proportion of the this effort.
Ideally, one should not give an estimate without solid evidence. After all, an estimate is a probability, and probabilities are mathematically significant figures, not gut feelings pulled off thin air. (See "Software Estimation" by Steve McConnell for more on this.)
Unfortunately, too often we are required to provide estimates on tasks for which we have a great deal of uncertainty about the technologies that will be involved. This is the case, for example, of government grants and other non-technical scenarios. In these cases, and being pragmatic, it is good to provide an estimate even when we are not familiar with the technologies.
Techniques that I often use include uncertainty cones and timeboxed development.
Hope this helps.
The best way to approach it is consult with someone who has been there already.
His experience plus general idea of of good he is compare to your staff should give you a fair estimation.
The older the technology is - the more experienced people there will be around and more places on the web to find answer to question.
If you're researching something brand new... the data sources should be limited and I will take any estimation, and double it....
You could take a guess as to how long you think it'll take you to research the new technology and then how long it'll take for you to do the development and multiply that by two. Of course that's pretty fluffy, but usually anything involving estimating a task is pretty fluffy (well, at least I don't like to). There are so many factors involved when estimating: whether it be dealing with new technologies that could be take longer than you think, usually it involves dealing with code written by other people which could add an 'x' factor of complexity to what should be a simple task.
Usually when estimating time, it's always best to at least have a general 'spike' where you sit (whether it be by yourself, or even better with some other team member) and have a play for an hour or two (or however long you choose). This at least gives you a bit of time to have better context with what you're dealing with. When looking at the new technology, perhaps read a bit of the doco, read and play with a 'getting started' guide etc. Then when you go back to the estimation table, you will have a better idea with what you're dealing with.

Software projects and development in a research environment [closed]

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What are useful strategies to adopt when you or the project does not have a clear idea of what the final (if any) product is going to be?
Let us take "research" to mean an exploration into an area where many things are not known or implemented and where a formal set of deliverables cannot be specified at the start of the project. This is common in STEM (science (physics, chemistry, biology, materials, etc.), technology engineering, medicine) and many areas of informatics and computer science. Software is created either as an end in itself (e.g. a new algorithm), a means of managing data (often experimental) and simulation (e.g. materials, reactions, etc.). It is usually created by small groups or individuals (I omit large science such as telescopes and hadron colliders where much emphasis is put of software engineering.)
Research software is characterised by (at least):
unknown outcome
unknown timescale
little formal project management
limited budgets (in academia at least)
unpredictability of third-party tools and libraries
changes in the outside world during the project (e.g. new discoveries which can be positive - save effort - or negative - getting scooped
Projects can be anything from days ("see if this is a worthwhile direction to go") to years ("this is my PhD topic") or longer. Frequently the people are not hired as software people but find they need to write code to get the research done or get infected by writing software. There is generally little credit for good software engineering - the "product" is a conference or journal publication.
However some of these projects turn out to be highly valuable - the most obvious area is genomics where in the early days scientists showed that dynamic programming was a revolutionary tool to help thinking about protein and nucleic structure - now this is a multi-billion industry (or more). The same is true for quantum mechanics codes to predict properties of substances.
The downside is that much code gets thrown away and it is difficult to build on. To try to overcome this we have build up libraries which are shared in the group and through the world as Open Source (but here again there is very little credit given). Many researchers reinvent the wheel ("head-down" programming where colleagues are not consulted and "hero" programming where someone tries to do the whole lot themself).
Too much formality at the start of a project often puts people off and innovation is lost (no-one will spend 2 months writing formal specs and unit tests). Too little and bad habits are developed and promulgated. Programming courses help but again it's difficult to get people doing them especially when you rely on their goodwill. Mentoring is extremely valuable but not always successful.
Are there online resources which can help to persuade people into good software habits?
EDIT: I'm grateful for dmckee (below) for pointing out a similar discussion. It's all good stuff and I particularly agree with version control as being one of the most important things that we can offer scientists (we offered this to our colleagues and got very good takeup). I also like the approach of the Software Carpentry course mentioned there.
It's extremely difficult. The environment both you and Stefano Borini describe is very accurate. I think there are three key factors which propagate the situation.
Short-term thinking
Lack of formal training and experience
Continuous turnover of grad students/postdocs to shoulder the brunt of new development
Short-term thinking. There are a few reasons that short-term thinking is the norm, most of them already well explained by Stefano. As well as the awful pressure to publish and the lack of recognition for software creation, I would emphasise the number of short-term contracts. There is simply very little advantage for more junior academics (PhD students and postdocs) to spend any time planning long-term software strategies, since contracts are 2-3 years. In the case of longer-term projects e.g. those based around the simulation code of a permanent member of staff, I have seen some applications of basic software engineering, things like simple version control, standard test cases, etc. However even in these cases, project management is extremely primitive.
Lack of formal training and experience. This is a serious handicap. In astronomy and astrophysics, programming is an essential tool, but understanding of the costs of development, particularly maintenance overheads, is extremely poor. Because scientists are normally smart people, there is a feeling that software engineering practices don't really apply to them, and that they can 'just make it work'. With more experience, most programmers realise that writing code that mostly works isn't the hard part; maintaining and extending it efficiently and safely is. Some scientific code is throwaway, and in these cases the quick and dirty approach is adequate. But all too often, the code will be used and reused for years to come, bringing consequent grief to all involved with it.
Continuous turnover of grad students/postdocs for new development. I think this is the key feature that allows the academic approach to software to continue to survive. If the code is horrendous and takes days to understand and debug, who pays that price? In general, it's not the original author (who has probably moved on). Nor is it the permanent member of staff, who is often only peripherally involved with new development. It is normally the graduate student who is implementing new algorithms, producing novel approaches, trying to extend the code in some way. Sometimes it will be a postdoc, hired specifically to work on adding some feature to an existing code, and contractually obliged to work on this area for some fraction of their time.
This model is hugely inefficient. I know a PhD student in astrophysics who spent over a year trying to implement a relatively basic piece of mathematics, only a few hundred lines of code, in an existing n-body code. Why did it take so long? Because she literally spent weeks trying to understand the existing, horribly written code, and how to add her calculation to it, and months more ineffectively debugging her problems due to the monolithic code structure, coupled with her own lack of experience. Note that there was almost no science involved in this process; just wasting time grappling with code. Who ultimately paid that price? Only her. She was the one who had to put more hours in to try and get enough results to make a PhD. Her supervisor will get another grad student after she's gone - and so the cycle continues.
The point I'm trying to make is that the problem with the software creation process in academia is endemic within the system itself, a function of the resources available and the type of work that is rewarded. The culture is deeply embedded throughout academia. I don't see any easy way of changing that culture through external resources or training. It's the system itself that needs to change, to reward people for writing substantial code, to place increased scrutiny on the correctness of results produced using scientific code, to recognise the importance of training and process in code, and to hold supervisors jointly responsible for wasting the time of the members of their research group.
I'll tell you my experience.
It is undoubt that a lot of software gets created and wasted in the academia. Fact is that it's difficult to adapt research software, purposely created for a specific research objective, to a more general environment. Also, the product of academia are scientific papers, not software. The value of software in academia is zero. The data you produce with that software is evaluated, once you write a paper on it (which takes a lot of editorial time).
In most cases, however, research groups have recognized frequent patterns, which can be polished, tested and archived as internal knowledge. This is what I do with my personal toolkit. I grow it according to my research needs, only with those features that are "cross-project". Developing a personal toolkit is almost a requirement, as your scientific needs are most likely unique for some verse (otherwise you would not be doing research) and you want to have as low amount of external dependencies as possible (since if something evolves and breaks your stuff, you will not have the time to fix it).
Everything else, however, is too specific for a given project to be crystallized. I therefore tend not to encapsulate something that is clearly a one-time solver. I do, however, go back and improve it if, later on, other projects require the same piece of code.
Short project span, and the heat of research (e.g. the publish or perish vision so central today), requires agile, quick languages, and in general, languages that can be grasped quickly. Ph.Ds in genomics and quantum chemistry don't have formal programming background. In some cases, they don't even like it. So the language must be quick, easy, clean, flexible, and easy to understand later on. The latter point is capital, as there's no time to produce documentation, and it's guaranteed that in academia, everyone will leave sooner or later, you burn the group experience to zero every three years or so. Academia is a high risk industry that periodically fires all their hard-formed executors, keeping only some managers. Having a code that is maintainable and can be easily grasped by someone else is therefore capital. Also, never underestimate the power of a google search to solve your problems. With a well deployed language you are more likely to find answers to gotchas and issues you can stumble on.
Management is a problem as well. Waterfall is out of discussion. There is no time for paperwork programming (requirements, specs, design). Spiral is quite ok, but as low paperwork as possible is clearly recommended. Fact is that anything that does not give you an article in academia is wasted time. If you spend one month writing specs, it's a month wasted, and your contract expires in 11 months. Moreover, that fatty document counts zero or close to zero for your career (as many other things: administration and teaching are two examples). Of course, Agile methods are also out of discussion. Most development is made by groups that are far, and in general have a bunch of other things to do as well. Coding concentration comes in brief bursts during "spare time" between articles, and before or after meetings. The bazaar is the most likely, but the bazaar carries a lot of issues as well.
So, to answer your question, the best strategy is "slow accumulation" of known good software, development in small bursts with a quick and agile method and language. Good coding practices need to be taught during lectures, as good laboratory practices are taught during practical courses (eg. never put water in sulphuric acid, always the opposite)
The hardest part is the transition between "this is just for a paper" and "we're really going to use this."
If you know that the code will only be for a paper, fine, take short cuts. Hardcode everything you can. Don't waste time on extensive validation if the programmer is the only one who will ever run the code. Etc. The problem is when someone says "Great! Now let's use this for real" or "Now let's use it for this entirely different scenario than what it was developed and tested for."
A related challenge is having to explain why the software isn't ready for prime time even though it obviously works, i.e. it's prototype quality and not production quality. What do you mean you need to rewrite it?
I would recommend that you/they read "Clean Code"
http://www.amazon.co.uk/Clean-Code-Handbook-Software-Craftsmanship/dp/0132350882/ref=sr_1_1?ie=UTF8&s=books&qid=1251633753&sr=8-1
The basic idea of this book is that if you do not keep the code "clean", eventually the mess will stop you from making any progress.
The kind of big science I do (particle physics) has a small number of large, long-running projects (ROOT and Geant4, for instance). These are developed mostly by actual programming professionals. Using processes that would be recognized by anyone else in the industry.
Then, each collaboration has a number of project-wide programs which are developed collaboratively under the direction of a small number of senior programming scientists. These use at least the basic tools (always version control, often some kind of bug tracking or automated builds).
Finally almost every scientist works on their own programs. Use of process on these programs is very spotty, and they often suffer from all the ills that others have discussed (short lifetimes, poor coding skills, no review, lots of serial maintainers, Not Invented Here Syndrome, etc. etc.). The only advantage that is available here compared to small group science, is that they work with the tools I talked about above, so there is something that you can point to and say "That is what you want to achieve.".
Don't really have that much more to add to what has already been said. It's a difficult balance to strike because our priorities are different - academia is all about discovering new things, software engineering is more about getting things done according to specifications.
The most important thing I can think of is to try and extricate yourself from the culture of in-house development that goes on in academia and try to maintain a disciplined approach to development, difficult as that may be in many cases owing to time restraints, lack of experience etc. This control-freakery sucks away at individual responsibility and decision-making and leaves it in the hands of a few who do not necessarily know best
Get a good book on software development, Code Complete already mention is excellent, as well as any respected book on algorithms and data structures. Read up on how you will need to manage your data eg do you need fast lookup / hash-tables / binary trees. Don't reinvent the wheel - use the libraries and things like STL otherwise you are likely to be wasting time. There is a vast amount on the web including this very fine blog.
Many academics, besides sometimes being primadonna-ish and precious about any approach seen as businesslike, tend to be quite vague in their objectives. To put it mildly. For this reason alone it is vital to build up your own software arsenal of helper functions and recipes, eventually, hopefully ending up with a kind of flexible experimental framework that enables you to try out any combination of things without being to restricted to any particular problem area. Strongly resist the temptation to just dive into the problem at hand.

Evaluating software estimates: sure signs of unrealistic figures?

Whilst answering “Dealing with awful estimates” posted by Ash I shared a few tips that I learned and personally use to spot weak estimates. But I am certain there must be many more!
What heuristics to use in the scenario when one needs to make a quick evaluation of software project estimate that has been compiled by a third-party (a colleague, a business partner or an external company)?
What are the obvious and not so obvious signs of weak software estimates that can be spotted without much detailed knowledge of task at hand?
A single person having done the estimates, rather than having used consensus based estimation (to fully understand the implied scope of requirements) such as Wideband Delphi.
Especially true if the person doing the estimation is not the person doing the implementation!! - I once worked on a project estimated by someone else as 60 days before any requirements had even been given. Lets just say I was not a happy bunny
No time for documentation.
No time for ramp-up (in terms of learning, and team size).
No list of risks, and their impact to the timescale.
No buffer for the unexpected - in terms of late breaking requirements, and risks.
No one has said it, so I will. The obvious answer is that if you have software schedule estimates then that is a sure sign of unrealistic figures. Yes, there are many methods for estimating software but none of them are accurate in any way, shape or form. What usually happens is that deadlines are set. If the task is over-estimated then extra time is spent making the result better. If the task is under-estimated then something is sacrificed to meet the delivery (like testing and features).
I know this answer isn’t what people want to believe, but estimating is always a guess. More often than not, a developer can’t even predict how much they will accomplish by the end of the day. You are expecting them to guess things months/years down the road on something that they aren’t even sure what is really involved yet.
The only practical answer to your question that isn’t prone to giving unrealistic results would be using a worksheet that comes up with guesses based on previous history at your company. Unfortunately, that will not account for tasks the estimator missed. At least this may give ballpark numbers.
Unless you develop knock offs of the same exact system over and over again, then anyone who thinks they have figured this out is fooling themselves. There are way too many variables involved.
There are two types of estimates: task estimates and project estimates. You can view these as the big and small pictures.
Project estimates are necessarily high level (granularity no smaller than days typically) and must include things like:
High level architecture;
Time for testing;
Ramp up times;
Defect processes;
Time for documentation;
Relevant training;
Assumptions;
Dependencies (eg team A can't do what they need to until team B delivers phase 1);
Critical path (which pieces are likely to determine if the project slips and by how much); and
Risks.
The more of those things that are missing, the more unrealistic (or risky) the estimates.
The second kind of a task estimate, which is typically much lower level. For this kind of estimate it should be simply a task breakdown (with no task being larger than say 5 days).
These don't tend to address the above items but some of them might be relevant, such as assumptions regarding decisions not made yet (eg production hardware). It may also be worth identifying who can and can't do the tasks due to relevant experience, background knowledge or skills (as that person or those persons may end up overcommitted).
Other posts have mentioned the testing time should equal or exceed dev time. I strongly disagree with this. I've seen 8 hour dev tasks result in 100+ hours test time and 80 hour dev tasks result in less than 2 hours of testing. In both cases the testing time was entirely reasonable. The is no absolute correlation between the two. At best, there is a loose connection.
Is the estimate what the management
wanted to be told?
Does the
estimate nicely fit in with the
planned shipment date for the next
release?
Does the management reward
people that give good news more then
people the give bad news?
Was the
estimate prepared before knowing who
would be working on the project?
Did
someone that wanted that bit of
functionally implemented prepare the
estimate?
Is there a history of
software being late?
Is it normal for
developers to be moved onto other
tasks partway though a project?
Have
some or all developers given up on
commenting on bad estimates as a
waste of time?
Count up the number of questions you get “yes” or “maybe” answers.…
If you get mostly “no” answers to the above questions, then it may be worth looking at the estimate in detail to see if it includes the tasks that other people of listed in this thread.
Wow... I really like toolkit's answer.
And I agree that any estimate at all is flawed, because it assumes that the estimator has way more of a clue for how to solve the problem than any estimator actually does when a project gets estimated. However, I think you still need to at least estimate the size of the mountain before you start. Some thought as to whether it's worth trying to do it should precede any endeavor and that's what the essence of an estimate should be.
I did come up with a few more indicators of a dangerous estimate:
No cross-reference - If the estimate can't be validated at least two different ways, it's likely to be unreliable. For example, the last estimates I've done I've been able to break down the work into small feature chunks, and consider how long it's taken our team to do similarly scoped features. Then I was able to look at the sum of these costs and see how big the scope was relative to other projects I've worked on. That's two ways to validate.
The background of the estimator - if this is a software estimate done by a hardware guy who's never written code - be very afraid. More subtle - the closer the estimator's background is to the technology and problem domain of the project, the better.
Detail - as said a few different ways in a few different posts - I like to see detail for both individual features, as well as the tasks needed to complete each feature. Most estimates I see don't show the detail in the formal presentation, but if you ask the person who did the estimate, they should have a file somewhere. Hopefully it's not the back of a paper napkin stained with beer and ketchup. :)
Documented Assumptions - any estimator will have had to make some set of assumptions about the task. These should be documented somewhere, perferably in the formal paperwork. I always get a little worried when I see a short proposal with not many documented assumptions. Either they were thought through and not communicated to the customer, or they were not thought through. I'm not honestly sure which one is worse. It goes without saying that the assumptions should also be reasonable.
Balanced Lifecycle - However the task is broken down, what's the ratio of design, code and test? How about documentation, integration with external systems and post release support? How about those extra things that are so vital (system admins, CM gurus, management effort)?
Slack - I'm sure the corporate daemons of cheapness will come and flay me, but a schedule and a cost should have some slack. If the estimate looks ambitious and agressive to an experienced eye, it is likely to be too low. Estimates are almost never too high.
One good heuristic is to see if test time is roughly the same a development time. That's a good sign for the estimate.
If they can't give you a breakdown of the estimate then that's a bad thing. Usually a sign of lots of little things that may have been forgotten. They don't need to provide the complete original breakdown, just a breakdown like:
requirements
development
testing
packaging and deployment
etc.
They should be using a standard template to calculate their estimate. They don't need a number in every column, but they do the template to list all possible tasks. That way the template can be used to jog peoples's minds when working on the estimate.
If the estimate is overly precise, e.g. 0.25 hour increments, then that, for me, is a bad smell.
If there are things missing like requirements capture, testing, deployment, and handover to any Ops group? If any of those are missing, that's the sort of thing that will come back and bite you.
Edit: One other thing to watch for is the old "perpetually 90% complete" tasks. You get progress update after progress update listing a task as "90% complete". That's not good!
HTH
cheers
Is the compiler of the
estimate available and willing to
discuss it with other senior project
members? If not, that is often a
concern.
Was the estimate sent to the
customer before the experience and
skills of the development staff are
known. Two point estimates may help
but only to some extent.
Before even getting a chance to look at the estimate, you are told that you are committed to delivering all of the functionality described by a specific date.
(Thanks for responding to my question, by the way.)
If you see one or more of these, you may have a bad estimate:
Single point estimates: an estimate should be associated with a range of possible dates or a confidence value
Insufficient granularity of tasks: a large task bucket usually indicates that the functionality is not well understood (which is especially a problem since poorly understood problems are usually under-estimated)
No expression of assumptions and/or risks
Inadequate effort allocated for commonly skipped or underestimated items (e.g. build scripts, documentation, deployment, etc.)
I agree with sateesh, I really like Software Estimation: Demystifying the Black Art by Steve McConnell. He has several checklists which are useful when reviewing and/or preparing estimates.
I totally agree with Dunk, the first sign of bad estimates is the mere presence of a large detailed upfront schedule. Estimates are exactly that, an approximation, otherwise we would call them exactimates. So they should never be used alone in the management of a project.
The most important point to consider is not the accuracy of estimates but the consistency. If a third party were doing estimates for you, then ask to see a history of their successes or failures, speak with their past clients and determine their reliability.
That all being said, from an Agile standpoint, some of the ways we attempt to gain more consistent estimates during a project are;
Use a relative sizing standard (S,M,L,XL) rather than time based (ideal days).
focus on complexity not time
Always use group estimates not single person estimates
Gather estimates frequently throughout the project, generally at the start of each sprint
use feedback from previous sprints in determination of story complexity
track velocity to give meaning to the relative sizing
frequent and early story retrospection to examine/understand any thrashing
If you are dealing with companies that use these estimation methods then, chances are you are going to receive consistent and therefore better results.
Estimates of the form 3, 6, or 12 months (basically any round numbers) reek of guessing. Usually when you guess you pick some round number bigger than you think it will take -- quarters, half a year, etc. -- are the usual suspects. I much prefer estimates in terms of actual development iterations (whatever their size).
What are the obvious and not so
obvious signs of weak software
estimates that can be spotted without
much detailed knowledge of task at
hand?
Estimates which are given without much detailed knowledge of the task at hand are generally not good.
Perhaps a general approach you could take is to check that items in the requirements correspond to those in the estimate. If you want to be very quick check the relative sizes, if there is a 100 word estimate given to a 100,000 word brief it stands no chance of being right.
Also (as others have said) check that analysis, coding, debugging, testing, integration, contingency etc are mentioned. It shows some thought has gone into it.
Having success and sign off criteria at various stages is a great sign. If they have a defined point which is 10% done at least if the estimate is wrong you know early and have a chance to adapt. If there are no checkpoints until “finish” you may not know that you are behind until that date is hit.
How familar is the person giving the estimate with the people doing the work?
I have often seen estimates where there is a generic person doing the work, even though the team is made up of individuals with very different backgrounds. Most likely the tasks and the specialities don't line up perfectly and you get a c++ serverside programmer who ends up doing either your gui or your database... Sometimes the manager of the team doesn't really appreciate the team member's strengths, so if he has been asked to come up with the estimate on his own because his team is busy on the previous project you will find that the work in question is really only suitable for part of the team (not motivating, lack of skills etc)
One other helpful way to evaluate the estimates is to compare it with the actual effort that was spent on previous projects of similar kind. The best data for the comparison would be the effort data of the previous projects that the organization has done. If there is no organizational historical data you can try to benchmark the estimate against industry wide benchmarks.
I would also say if the estimate is presented as single absolute number (say 180 days) then it is not a good sign. A single absolute number would indicate that the estimate is that the task will be finished with 100% probability on the given data. The estimates presented in a range (say 130 to 180 days) would indicate that the range in which task could be completed.
Much of what I have written above I attribute it to the book :
Software Estimation: Demystifying the Black Art
by Steve McConnell
I check the estimates against the man-power. Although not a very accurate heuristic, it's clear if some massive work has just one or two devs assigned to it, that the task was not estimated correctly
A good estimate will have a good breakdown, involving all phases of the project.
It will almost certainly not finish at a convenient date for the business.
It will include risks of various sorts.
It will be presented in terms of confidence intervals, either implicitly (10-12 months) or by using large units (about four quarters).
It will be made by somebody with responsibility for getting the project done, preferably more than one such person.
If there are delays at the start, there will be delays at the end (expressed as 10-12 months from start, or about 1Q2010 if we start now, not something like January 2010 when the project hasn't started yet).
Assumptions and dependencies will be clearly and prominently listed.
Edit: Part of this depends on the stage the project is in. An early but precise estimate is a warning sign, particularly if there is no confidence interval assigned. That reeks of a Procrustean estimate.
Also, watch for other development methodologies. A timeboxed project can have a rigid and arbitrary schedule, but the feature set will be flexible.
Any of the following:
It is one big project and there isn't a short high level strategy described
There isn't a clear, short and concise vision of what wants to be achieve with the project
The project isn't structured around business value being delivered gradually
The team is trying to give "accurate" estimates for a big project, going into (or was done with) a long analysis phase? (changes will come, and will usually affect those estimates in way that can't be easily quantified without yet more big efforts)
There are "detailed" estimates for the whole project (related to previous)
There aren't detailed estimates for the first phase, or there is something wrong in those.
"Four to six weeks", when not accompanied with a breakdown into shorter tasks...

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